Immersive technologies are beginning to shape our ways of living in a digital age by changing how we consume and process information. These changes will have a far reaching influence on how we live our lives and how we interact with the world around us – the ways in which we communicate, learn, work, shop and play - and will have a profound impact on community and societal interactions. The impending mass adoption of immersive technologies raises fundamental questions about the risks and opportunities afforded by the technology for its users and society as a whole.
Commercially available immersive technologies have developed at a rapid pace over the past decade in both technological capabilities and affordability for consumers.
However, there is lack of knowledge on how usage may affect some users, ranging from children and adolescents to adults, seniors and persons with disabilities. How do we best design and use these technologies maximize its benefits, while minimizing threats and the introduction of new and potentially unforeseen problems. Our first objective is to examine possible ways of optimizing usage of commercially available immersive technologies for training, learning and understanding behavior amongst university students. Knowledge and skills that are suitable for development of experiential learning in immersive technologies and methods for studying behavior in immersive technologies will be investigated.
Collaborative research groups and centres
- Training and Assessment Research Group – TARG
- National Centre for Optics, Vision and Eye Care
- Marketing Management
- Embodied Making and Learning
- Forskningsgruppen for læring, læringsdesign og digitale medier (Norwegian only)
- Science Centre Health and Technology
- eDU - Digitalization and educational quality (Norwegian only)
- LUDO - Learning and education in digital surroundings (Norwegian only)
- Practice, tradition and technology
- DigTekLab (Norwegian only)
- Colour Vision & Retinal Imaging Lab